DecaDare now (just about) playable in your browser

So normally we at the Tamanegi Collective prioritise WebGL builds as our first build, but with new technical implementations come new discoveries. Discoveries such as: WebGL does not like "WaitForCompletion()" when working with addressables! Who knew?
So fast forward today, where I've spent the last 7 hours reworking my scene manager to finally accept it, and we're FINALLY there with a WebGL build! With a catch.... A huge load time on the first playthrough. It really pours when it rains huh. Don't get me started on having to bake lighting in nearly every single scene because the WebGL builds looked like the construct in the Matrix
Along with this WebGL build, I dropped in a few key bugfixes that were causing issues for players:
- Sound and Music audio settings should now be working
- "Whack-a-Tentacle" minigame feedback animations now initiate properly
- Can no longer catch yourself in an endless loop of the beast staring you down when stealing his beer
- Text in the bardic dance-off more descriptive
- The seagull has grown stronger. Please stop feeding him.
It should be said that the WebGL build is by no means the optimal way to play the game. I just like to give it as an option for people that don't like to flood their folders with random games as well as giving access to other platforms. If you're on Windows, enjoy the game, and want to give endless mode a try to go for a high score, I highly recommend the Windows build!
Take part in the DecaDare show!
